You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
216 lines
7.6 KiB
216 lines
7.6 KiB
/*==LICENSE==* |
|
|
|
CyanWorlds.com Engine - MMOG client, server and tools |
|
Copyright (C) 2011 Cyan Worlds, Inc. |
|
|
|
This program is free software: you can redistribute it and/or modify |
|
it under the terms of the GNU General Public License as published by |
|
the Free Software Foundation, either version 3 of the License, or |
|
(at your option) any later version. |
|
|
|
This program is distributed in the hope that it will be useful, |
|
but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
GNU General Public License for more details. |
|
|
|
You should have received a copy of the GNU General Public License |
|
along with this program. If not, see <http://www.gnu.org/licenses/>. |
|
|
|
Additional permissions under GNU GPL version 3 section 7 |
|
|
|
If you modify this Program, or any covered work, by linking or |
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
|
(or a modified version of those libraries), |
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
|
licensors of this Program grant you additional |
|
permission to convey the resulting work. Corresponding Source for a |
|
non-source form of such a combination shall include the source code for |
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
|
work. |
|
|
|
You can contact Cyan Worlds, Inc. by email legal@cyan.com |
|
or by snail mail at: |
|
Cyan Worlds, Inc. |
|
14617 N Newport Hwy |
|
Mead, WA 99021 |
|
|
|
*==LICENSE==*/ |
|
|
|
#include "hsTypes.h" |
|
|
|
#include "plShadowSlave.h" |
|
#include "plTweak.h" |
|
|
|
#include <float.h> |
|
|
|
static const hsScalar kMinMinZ = 1.f; // totally random arbitrary number (has to be > 0). |
|
|
|
bool plShadowSlave::ISetupOrthoViewTransform() |
|
{ |
|
hsBounds3Ext bnd = fCasterWorldBounds; |
|
|
|
bnd.Transform(&fWorldToLight); |
|
|
|
hsScalar minZ = bnd.GetMins().fZ; |
|
hsScalar maxZ = bnd.GetCenter().fZ + fAttenDist; |
|
|
|
hsScalar minX = bnd.GetMins().fX; |
|
hsScalar maxX = bnd.GetMaxs().fX; |
|
|
|
hsScalar minY = bnd.GetMins().fY; |
|
hsScalar maxY = bnd.GetMaxs().fY; |
|
|
|
|
|
hsMatrix44 proj; |
|
proj.Reset(); |
|
proj.NotIdentity(); |
|
|
|
// First the LightToTexture, which uses the above pretty much as is. |
|
// Note the remapping to range [0.5..width-0.5] etc. |
|
// About this kAdjustBias. According to the docs, it should be 0.5, |
|
// and on the perspective projection 0.5 works great. But on the |
|
// directional (ortho) projection, it just makes the mapping wrong, |
|
// and an offset of zero works great. This could be a driver bug, or |
|
// hardware "dependency" (read IHV bug), but whatever, zero is working |
|
// now. Might need to adjust for new drivers or other hardware. |
|
const hsScalar kAdjustBias = 0.0f; |
|
proj.fMap[0][0] = 1.f / (maxX - minX); |
|
proj.fMap[0][3] = -minX / (maxX - minX) + kAdjustBias / fWidth; |
|
proj.fMap[1][1] = -1.f / (maxY - minY); |
|
proj.fMap[1][3] = -minY / (maxY - minY) + kAdjustBias / fHeight; |
|
proj.fMap[2][2] = 1.f; |
|
proj.fMap[3][3] = 1.f; |
|
|
|
fWorldToTexture = proj * fWorldToLight; |
|
|
|
// Now the LightToNDC. This one's a little trickier, because we want to compensate for |
|
// having brought in the viewport to keep our border constant, so we can clamp the |
|
// projected texture and not have the edges smear off to infinity. |
|
// Like the adjust bias above, this part is correct in theory, but only |
|
// screws things up (increases Z-acne). |
|
#if 0 |
|
hsScalar delX = maxX - minX; |
|
minX += delX / (fWidth * 0.5f); |
|
maxX -= delX / (fWidth * 0.5f); |
|
hsScalar delY = maxY - minY; |
|
minY += delY / (fHeight * 0.5f); |
|
maxY -= delY / (fHeight * 0.5f); |
|
#endif |
|
|
|
|
|
fView.SetView(hsPoint3(minX, minY, minZ), hsPoint3(maxX, maxY, maxZ)); |
|
fView.SetScreenSize((UInt16)fWidth, (UInt16)fHeight); |
|
fView.SetCameraTransform(fWorldToLight, fLightToWorld); |
|
fView.SetPerspective(false); |
|
fView.SetViewPort(0, 0, hsScalar(fWidth), hsScalar(fHeight), false); |
|
|
|
fLightDir = fLightToWorld.GetAxis(hsMatrix44::kUp); |
|
SetFlag(kPositional, false); |
|
SetFlag(kReverseCull, true); |
|
|
|
return true; |
|
} |
|
|
|
bool plShadowSlave::ISetupPerspViewTransform() |
|
{ |
|
hsBounds3Ext bnd = fCasterWorldBounds; |
|
|
|
bnd.Transform(&fWorldToLight); |
|
|
|
hsScalar minZ = bnd.GetMins().fZ; |
|
hsScalar maxZ = bnd.GetCenter().fZ + fAttenDist; |
|
|
|
if( minZ < kMinMinZ ) |
|
minZ = kMinMinZ; |
|
|
|
// EAP |
|
// This is my hack to get the Nexus age working. The real problem |
|
// is probably data-side. I take full responsibility for this |
|
// hack-around breaking the entire system, loosing data, causing |
|
// unauthorized credit card transactions, etc. |
|
if (_isnan(bnd.GetMins().fX) || _isnan(bnd.GetMins().fY)) |
|
return false; |
|
if (_isnan(bnd.GetMaxs().fX) || _isnan(bnd.GetMaxs().fY)) |
|
return false; |
|
|
|
hsScalar cotX, cotY; |
|
if( -bnd.GetMins().fX > bnd.GetMaxs().fX ) |
|
{ |
|
hsAssert(bnd.GetMins().fX < 0, "Empty shadow caster bounds?"); |
|
cotX = -minZ / bnd.GetMins().fX; |
|
} |
|
else |
|
{ |
|
hsAssert(bnd.GetMaxs().fX > 0, "Empty shadow caster bounds?"); |
|
cotX = minZ / bnd.GetMaxs().fX; |
|
} |
|
|
|
if( -bnd.GetMins().fY > bnd.GetMaxs().fY ) |
|
{ |
|
hsAssert(bnd.GetMins().fY < 0, "Empty shadow caster bounds?"); |
|
cotY = -minZ / bnd.GetMins().fY; |
|
} |
|
else |
|
{ |
|
hsAssert(bnd.GetMaxs().fY > 0, "Empty shadow caster bounds?"); |
|
cotY = minZ / bnd.GetMaxs().fY; |
|
} |
|
|
|
hsMatrix44 proj; |
|
proj.Reset(); |
|
proj.NotIdentity(); |
|
|
|
// First the LightToTexture, which uses the above pretty much as is. |
|
// Note the remapping to range [0.5..width-0.5] etc. Also, the perspective |
|
// divide is by the 3rd output (not the fourth), so we make the 3rd |
|
// output be W (instead of Z). |
|
// This also means that our translate goes into [i][2] instead of [i][3]. |
|
#if 0 |
|
proj.fMap[0][0] = cotX * 0.5f; |
|
proj.fMap[0][2] = -0.5f * (1.f + 0.5f/fWidth); |
|
proj.fMap[1][1] = cotY * 0.5f; |
|
proj.fMap[1][2] = -0.5f * (1.f + 0.5f/fHeight); |
|
#else |
|
plConst(hsScalar) kBiasScale(1.f); |
|
plConst(hsScalar) kBiasTrans(1.f); |
|
proj.fMap[0][0] = cotX * 0.5f * ( hsScalar(fWidth-2.f) / hsScalar(fWidth) ) * kBiasScale; |
|
proj.fMap[0][2] = 0.5f * (1.f - kBiasTrans * 0.5f/fWidth); |
|
proj.fMap[1][1] = -cotY * 0.5f * ( hsScalar(fHeight-2.f) / hsScalar(fHeight) ) * kBiasScale; |
|
proj.fMap[1][2] = 0.5f * (1.f - kBiasTrans * 0.5f/fHeight); |
|
#endif |
|
|
|
#if 0 // This computes correct Z, but we really just want W in 3rd component. HACKFISH |
|
proj.fMap[2][2] = maxZ / (maxZ - minZ); |
|
proj.fMap[2][3] = -minZ * maxZ / (maxZ - minZ); |
|
#elif 1 |
|
proj.fMap[2][2] = 1.f; |
|
proj.fMap[2][3] = 0; |
|
#endif |
|
proj.fMap[3][2] = 1.f; |
|
proj.fMap[3][3] = 0; |
|
|
|
fWorldToTexture = proj * fWorldToLight; |
|
|
|
// Now the LightToNDC. This one's a little trickier, because we want to compensate for |
|
// having brought in the viewport to keep our border constant, so we can clamp the |
|
// projected texture and not have the edges smear off to infinity. |
|
cotX -= cotX / (fWidth * 0.5f); |
|
cotY -= cotY / (fHeight * 0.5f); |
|
|
|
hsScalar tanX = 1.f / cotX; |
|
hsScalar tanY = 1.f / cotY; |
|
fView.SetView(hsPoint3(-tanX, -tanY, minZ), hsPoint3(tanX, tanY, maxZ)); |
|
fView.SetScreenSize((UInt16)fWidth, (UInt16)fHeight); |
|
fView.SetCameraTransform(fWorldToLight, fLightToWorld); |
|
fView.SetPerspective(true); |
|
fView.SetViewPort(0, 0, hsScalar(fWidth), hsScalar(fHeight), false); |
|
|
|
fLightPos = fLightToWorld.GetTranslate(); |
|
SetFlag(kPositional, true); |
|
|
|
return true; |
|
}
|
|
|